Spell that has an infinite turn recharge time. (you can only use it once per unit)
Effect (Not entirely sure about the numbers, hopefully you can help me balance these out):
Has a 5/6-ranged area of influence (so a diamond-shape). That depletes each unit of one quarter of their health (including friendly units, excluding non-flesh units e.g. catapults), but will not kill them (stop at 1hp if the unit has less than 1/4 health remaining) and regenerates the user with n health points where n equals:
Option A1:
n = number of units successfully drained of health (i.e. stopping at 1hp won't count)
Option A2:
n = number of units drained (regardless of success)
Option B:
n = health drained divided by 3 or so
Option C:
n = average drained health times 3
Option D:
Your Idea...
This would be not that OP because magicians are usually kept away from the enemy, so most of the damage dealt would be on friendly units. You could use a transport to go behind enemy lines, but it would be hard to get out alive.
Additional: Overflow health could be given to the nearest units, regardless of team, on ratio of 3:2:1 where it means--- closest : 2nd closest : 3rd closest, which would balance the previous action.
Spell: Absorb/ area drain
Re: Spell: Absorb/ area drain
It's a cool idea, but who would use it? It sounds like a good one for the undead...
And I like b.
And I like b.
Nerdfighters Unite! DFTBA!
Re: Spell: Absorb/ area drain
I also like option b. And this is definitely one for the undead
"I don't care who I have to step on on my way down."
Re: Spell: Absorb/ area drain
A new unit, or for lich?
Re: Spell: Absorb/ area drain
Maybe for lich, but has to be researched?
"I don't care who I have to step on on my way down."
Re: Spell: Absorb/ area drain
I like that, but it's not really that OP to warrant a tech research of too high, so maybe 3 or 4 cost. Plus, the "Overflow" could be a tech that you can add on.